Groom Flickering with geometry cache UE 5.1.0

Hi,
I have some weird flickering artifacts on my groom which is bind on a geometry cache alembic file.
The alembic file has movements and the eyebrows for example are following correctly the skin. The issue is that the groom itself has some weird self-movements like jittering-flickering. The root of each strand is stick to the surface of geometry cache but the tips are moving wildly. There is not any simulation activated. The groom is also a single frame imported alembic from XGen’s Maya. It is strands.
I tried also to enable RBF interpolation and set it to rigid but nothing happens.
Is there any way to fix this?

I also encountered the same problem, even though the official version of 5.1.0 is still the case. After testing, this problem has nothing to do with Hair LOD, number of hair segments, simulation and attach hierarchy. And the material pixel depth offset is invalid for HairStrands

I found that the project setting NearClipPlane is too low, which will cause hair flicker. The default value is 10. Changing this value to the default value of 10 can eliminate this problem . 这太草了

I assume that means the console command r.SetNearClipPlane? Editing the value using that command doesn’t seem to affect the problem, at least on whatever project I use it on.

I found that setting the RBF interpolation to smooth or offset can mitigate the jitter

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Hi,

I am experiencing the same problem here. I have tried various setups for the Groom binding, but I consistently end up with the same result. I have also attempted the solutions mentioned in this discussion, but unfortunately, they did not resolve the issue.

To provide some context, I am currently using Unreal 5.2. The setup involves binding a Groom asset to a Geometry Cache. The groom asset is divided into multiple group IDs, such as hair, eyebrows, etc. The groom is created using Ornatrix Maya. It works fine when using SkeletalMesh instead of the Geometry Cache, but in our case, we require complex deformations that necessitate the use of Geometry Caches.

Here is a video showcasing the issue: BindingBug - Album on Imgur

Has anyone found new solutions for this problem?

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Hey! Nice to make your acquaintance. I appreciate your help. I’ve tried this method and it works, however, the hair completely breaks halfway through the animation. so I have to keep it off (unless you know a way to fix this? I’ve tried multiple interpolation settings, both in the groom import settings and the groom asset). My best bet is to keep interpolation off and fix the jitter.

Hi there! Nice to meet you. I’m having the same problem, I was wondering if you have found a solution? I have to deal with the jitter, because interpolation makes the hair worse lol.

I’m a complete noob just learning Unreal so hopefully this is not completely off the wall. I ran into this Groom flicker issue and was researching. It looked to me as if wind was somehow being applied so, on a whim, I increased the Air Drag physics setting on my Groom to 9 which stopped the flicker for me. Easy enough to experiment with. Hope this helps someone.

so any solutions?

same issue with .abc geometry cache with bound hair. RBF Interpolation does solve it for a section of the animation, then it loses its shape and keeps changing shape every few frames.
Anyone figure this one out?

Ok I think I actually found the solution - on importing the .abc geo cache you have to crank the Compressed Position Precision way up -
image

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Thanks for the tip!